The soldiers that SHADOW usually makes are more than a match for the average soldier, but there comes a time when they need that extra edge against the law or any capes that catch on to them. That edge comes from a collaboration with Taurus and his Labyrinth, allowing for superpowered SHADOW clones, called mutates.

The world of psionics is largely a mystery, but where there’s power, SHADOW dabbles. The primary duty of the Eye-In-SHADOW is to relay telepathic messages between their home base and Nifelheim. They offer the ability to deliver messages with a security and speed unmatched by modern technology.

Also known as the Hellman Tank after the Nazi athlete who is (falsely) believed to be the father of all SHADOW clones, this mutate is a human brick-house who leads SHADOW’s charge in open confrontations with its enemies. They are often unleashed on an enemy to cause random destruction and distract the opposition.

SHADOW’s technological gate network is one of the keys to its recent success. Naturally, they’d like to imitate it with natural powers. The Gate-In-SHADOW is the perfect conveyance for SHADOW agents to get to and from an operation without being traced.

When the Wheel-In-SHADOW turns, destruction follows. Another good team player, the Wheel is the bane of conventional military forces, as his powers can easily shield advancing agents from most conventional ballistic weapons.

The mutates are not, however, without their drawbacks. Taurus doesn't want any competition, so he made sure that the SHADOW mutates were built with two serious flaws. First, only one clone in five survives the mutation process. Having a superhuman at your disposal is handy, but SHADOW would rather have hordes of agents than a handful of minor league supers, so their numbers are limited.

Second, if they ever roll a Natural 1 on an attack roll or check for their powers, they die. For powers without an attack roll (such as a perception range power), the target getting a Natural 20 to resist will also have the same effect.

Third and last, they all have the Umbral Protocol installed as standard.

Author's Note: The stats you see here were adapted from the Agents of Freedom book.

Last edited by betterwatchit on Sat Mar 22, 2014 7:02 pm, edited 2 times in total.

-------------------------------------------------------------------------------Original Book: Agents Of Freedom-------------------------------------------------------------------------------Affiliation: Formerly with the Aesir, now with SHADOWBase: Nifelheim-------------------------------------------------------------------------------Strength 16/8, Stamina 16/8, Agility 3, Dexterity 3, Fighting 15, Intellect 2, Awareness 1, Presence 4-------------------------------------------------------------------------------AdvantagesChokehold, Fast Grab, Fearless, Grabbing Finesse, Improved Grab, Improved Hold, Languages 2, Power Attack, Takedown-------------------------------------------------------------------------------SkillsAthletics 1 (+17), Expertise: Current Events 3 (+5), Expertise: Magic 3 (+5), Insight 10 (+11), Intimidation 14 (+18), Perception 12 (+13), Persuasion 2 (+6), Stealth 1 (+4)-------------------------------------------------------------------------------PowersHalf-Aesir Physiology. . Enhanced Trait: Enhanced Trait 32 (Traits: Strength +8 (+16), Stamina +8 (+16)). . Immortality: Immortality 1 (Return after 2 weeks). . Immunity: Immunity 28 (Aging, Alteration Effects, Critical Hits, Very Common Descriptor: Magic). . Impervious Defense: Impervious Toughness 20. . Impervious Defense: Impervious Will 9. . Power-lifting: Power-lifting 5 (+5 STR for lifting). . Protection: Protection 4 (+4 Toughness). . Regeneration: Regeneration 1 (Every 10 rounds)-------------------------------------------------------------------------------OffenseInitiative +3Grab, +15 (DC Spec 13)Throw, +3 (DC 31)Unarmed, +15 (DC 31)-------------------------------------------------------------------------------ComplicationsRelationship: Overshadow is his father. Enough said.Responsibility: To SHADOW, the organisation run by his father.Temper: Ragnarok's temper is known all over the Nine Worlds.-------------------------------------------------------------------------------LanguagesEnglish, German, Old Norse (Native)-------------------------------------------------------------------------------DefenseDodge 15, Parry 15, Fortitude 16, Toughness 20, Will 9-------------------------------------------------------------------------------Power PointsAbilities 88 + Powers 101 + Advantages 10 + Skills 23 (46 ranks) + Defenses 20 = 242-------------------------------------------------------------------------------Almost since the moment of his conception, Albrecht Wilhelmsson was bound for a great and terrible fate. His mother, Greta Göessler, was given the powers of a Valkyrie while he was still in the womb, and Albrecht shared in her powers, and then some. Given to the Aesir as an infant and raised as one of their own, the power of the Nine Worlds thundered in his veins, rivalling the gods themselves. Even so, as a boy living among the Aesir, life was far from easy. He was made a servant to young gods, and abused as "mortal-spawn." To defend himself, he became a fighter, a moody berserk brawler, and taught himself how to beat his oppressors.

His mother taught him about the great cities of Midgard, and the great German nation. She also taught him about his father, the handsomest, smartest man on Earth, a father who would give him all the love and respect he ever wanted, should they be reunited. His interest piqued, Albrecht made a perilous journey to the Norn to find a way to reach Midgard without the Aesir’s knowledge. The Norn warned him to stay away, or it would cost him his soul. He didn’t take the advice.

Years later, with Albrecht now grown as tall and broad as a true Prince of the Aesir, he was summoned by his father to Midgard. When he felt the summons to Earth, he was overjoyed - then his father tried to steal his body. For a man whose life had been a struggle against abuse and the betrayal of trust, this was the final straw. He vowed revenge on Overshadow and the mother who had lied to him about his father.

He named himself "Ragnarok" after the twilight of the gods. He was a force of rage and destruction, mostly aimed at SHADOW, but not particularly respectful of anything (or anyone) who got in his way.

In recent years, Ragnarok has fallen in love with Anya Datsyuk, the granddaughter of the original Valkyrie, while investigating connections between Overshadow and Overthrow in Eastern Europe. Anya, seizing an opportunity for power within SHADOW, convinced Ragnarok that one "misunderstanding" didn’t justify a decades-old vendetta, and helped him negotiate a deal with SHADOW. Ragnarok would join the Penumbra, providing the organization with one of the most physically powerful superhumans on Earth. He would give his father everything but his body. Overshadow agreed.

Now, a hundred infant “Sons of the Slain” grow in a hidden crèche in Nifelheim. With SHADOW’s time acceleration technology, these clones, perhaps the deadliest secret weapons yet conceived by Overshadow, will be ready in a few years time.

Last edited by betterwatchit on Fri Mar 21, 2014 4:25 pm, edited 2 times in total.

Arthur Eld wrote:Woah, your Ragnarok is even scarier than the original baddie, and that's saying something!

Why the upgrade, if you don't mind me asking?

It's simply as straight a conversion from 2E as I could manage. It's hardly my fault if Hero Lab thinks that the PL should be higher. The main difference is in the Impervious Toughness and Will, lack of the Rage feat (compensated with the Temper complication) and I follow the 3E RAW rules for Impervious.

These stats represent an un-hacked Terminator, working for Skynet by infiltrating human bases and then killing everyone inside, men, women and children. What makes them really scary is the fact that Skynet has the resources needed to mass-produce them.

* From Gamemaster's Guide.-------------------------------------------------------------------------------OffenseInitiative +6Dynamite (DC Dog 15)Grab, +6 (DC Spec 12)Knife, +6 (DC 18)Light Submachine Gun, +7 (DC 18)Scoped Light Service Rifle, +7 (DC 20)Slienced Light Pistol, +7 (DC 18)Throw, +1 (DC 17)Unarmed, +6 (DC 17)-------------------------------------------------------------------------------ComplicationsEnemy: The Nazis occupying Paris would be very glad to see Sean dead. And there's a reason that Sean can't go back to Ireland.Motivation: Justice/Vengeance: Sean is out to kill Kurt Dierker, the high-ranking SS officer who killed his best friend.Responsibility: To the French Resistance.-------------------------------------------------------------------------------LanguagesFrench, Irish English (Native)-------------------------------------------------------------------------------DefenseDodge 6, Parry 6, Fortitude 6, Toughness 6/2, Will 6-------------------------------------------------------------------------------Power PointsAbilities 28 + Advantages 26 + Skills 22 (44 ranks) + Defenses 14 = 90-------------------------------------------------------------------------------Sean Devlin is from The Saboteur, a computer game set in Paris during World War II. When this Irishman's best friend is shot dead by Kurt Dierker of the SS, Sean swears to do whatever it takes to see Kurt dead. And the path with the best chance of success happens to be one that requires killing a lot of Nazis and liberating Paris.

Catherine decided to wear it, and saw that it was a perfect fit. She felt somewhat lighter with a bit of spring in her step. She brushed the bannister with her claws and saw she had cut nearly all the way through. She realised that she could use this suit to get things done.

With no superhuman community on the Isle of Man, Catherine decided to get involved with the British superhumans and underworld. She soon discovered her knack for getting things back to their rightful owners, charging a fair price for her services.